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A member registered Feb 14, 2020 · View creator page →

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Thank you so much for playing!

There are not jump scares in the game, no. 

thank you so much! I appreciate you taking the time to play it and your feedback. 

I appreciate you sharing your feelings here, kursed ❤️


I love thinking about the player identifying with Yellow more than Blue. I obviously do. 

Thank you! That's definitely the vibe I was trying to give off, so I'm glad you felt it.

I am not sure if I'm missing something but I couldn't get the gas station attendant to talk to me even after doing the instructions on the game page. because of that I wasn't really able to get any dialogue or anything, if there is some. I'm not sure if I'm missing something, but I'm not seeing much emotion coming through. great job making something though!

I enjoyed the concept of the game, and the visuals and stuff were nice, but I think I was a little to unsure as to what my actions were overall doing to the narrative of the game. I think that could be fleshed out more in order for the player to understand the impact of either holding on or letting go.

excellent work. thank you for making the movement speed quick. I do think it was occasionally hard to see where the next grave to visit was, but it was easy to wander around with the quick movement speed. I liked the little individual stories, and I think it was excellent that you forced me to judge which ones to release or condemn. great work.

I like the feelings given here of nostalgia for whomever one used to be. I think they come through clearly. I think the emotion can't really shine through without some additional elements like music or a little more story structure or eventual moving forward. with a little choice for the player or some more events that occur that we can identify with, I think this could be improved but I do appreciate the style you went for.

I enjoyed what I played of this! the audio and visuals were very nice, and the little puzzles along the way were fun. I definitely got a feeling of longing. I did give up when confronted with the enemy that does 3 damage - I felt like I had to memorize the pattern and that got a little bit frustrating for me because there was no indicator that it would attack (if it attacked every x amount of turns or did something before it attacked so I could know, it would be nice, but I just had to remember how far I got the last time), and I'm sure there's more nice things in the game past it. I hope to come back when I have more time to finish it. great job!

thanks for making something for the jam! I can imagine a lot more to this, but because of the length it's hard to give it any kind of review because it was just a little walking. great job implementing everything though, it's a lot to do alone!

really cool idea here! I am very glad I made it through the whole game because of how the ending is. I think there were some struggles for me with getting stuck behind all the houses in that one level, but it was worth continuing on. I think this could get fleshed out into a bigger game, or have more to it, but for what you did for the jam it's incredible. excellent work!

nice little narrative you have going on here. I think the art was super cute and I wanted to know more about the characters. I think adding some sound effects to the grave game would really help the player feel more like they were getting responsive feedback from clicking on the buttons, and that would make the game feel more pleasant. thanks for sharing!

loved the sentiment here. the visuals were very unique and cool to look at and the audio had such a sad vibe to it. as a Ren'Py dev, I always enjoy things in the engine that do things a little differently, and I like the touches you added. my only issue is the chaos text. I tried turning it off in the menu option, but it didn't work. I was playing in browser so maybe it had something to do with that, but it did make it the game rather hard for me to play. thanks for sharing it!

great work - enjoyed the vibes of the location, the sounds of the wind, the writing in the books. I'm not sure if there was more to it than just the one location, and I assumed there's no key to actually get into the door, but the feelings for the empty space and the notes made me enjoy it all the more. everyone walked away, including me. 

as a prototype, this was very enjoyable! once I realized what was going on, it made me feel some kind of way for sure. I think the music was simple and cute, and the graphics clearly indicated what was going on in a way that didn't need to be too complex. I think if there were improvements it would be to have more clear or interesting stories for the people going by, but that's a small complaint. excellent work.

I really enjoyed the game! I like the choices being non-choices, and being stuck on a literal path to be symbolic of being stuck on a figurative path. seeing all the things off path that I couldn't interact with was fun too, made me feel even more stuck. I also loved that I could see the place at the end from early on, and while I wanted to get to it, I never could until the end. I think it would have been nice to have more music in the game though the atmospheric sounds were nice. 

thanks for playing! ❤️

thank you so much for the feedback! I think a lot of your points have weight and some were just because of constraints of being a solo dev and having to learn everything as I went.

Before making Start Running I had actually never drawn anything in my life or made a UI or programmed at all in python or written puzzles so it was a sharp learning curve and your feedback is super helpful. 

The game I made at the end of last year, In The Foundations, is more simple gameplay wise but I think has elevated a lot of things that I learned from making Start Running. Thank you for playing and the kind words! 

I added another note to ending 4 - if you still haven't gotten it, let me know if that helps.

Here, I went and made a guide for you! Let me know if this helps:

Are you looking for alternate endings?

here’s a few hints!

the endings rely on the locations of characters in the game: if you take them or suggest they go to different places that may help you see other endings.


for more granular info that will contain small spoilers: abandon everyone/be mean, do weird things in the sewer, touch everything to everything else, pet Stash a lot, get into the CEO’s office. not all of those things at once, but start there.  

thank you so much for playing!

I would give anything to know how your art team makes these beautiful room scenes and environments in the pixel art style you use. They're always beautiful.

was stuck on the level where the note talks about the logs across the road for a long time - I didn't realize the grey block was a "less deep hole" until I just out of desperation was pushing ANYTHING xD


I wasn't able to finish the game, just because it got very hard when I had to move two little guys at once, but I had a nice time with what I played! great work!

Thank you for playing. I’m glad it resonated with you, and I appreciate your compliments. ❤️

Ah, you're correct. It does look like it shows the wrong ending screen for one of the endings. All of them show the correct text, it just looks like the image was shown incorrectly. So goes gamejam stuff :) when/if we update the game, we will resolve this. 

I wrote up a guide too if it helps: https://norbez.itch.io/to-train-a-killer-first-hunt/devlog/776838/guide-to-endin...

I just wrote up a guide. Check it out here: https://norbez.itch.io/to-train-a-killer-first-hunt/devlog/776838/guide-to-endin...

Writer here, I'll try not to spoiler too much: 

if you're trying to leave, maybe don't. If you're talking a lot, try being quiet. If you're being quiet, try reacting to the pain. If you're paying attention only to one man, try paying attention to the other!

Writer here, I'll try not to spoiler too much: 

if you're trying to leave, maybe don't. If you're talking a lot, try being quiet. If you're being quiet, try reacting to the pain. If you're paying attention only to one man, try paying attention to the other!


I know this is weird, but sometimes I still wonder why you were an asshole to me and went through and rated every game on my page as 1 star when I have no idea who you are or what I could have even done to you.

It’s been a little bit since I made this, but if I remember correctly it’s about getting all the trivia answers right. 

thank you for playing it!

hi, I'm back here. a friend bought me Cosmic Wheel Sisterhood and I started playing it and the moment I saw the Florist sitting in his chair with the flowers I lost my mind. <3

That’s good to hear. The demo has a lot of themes that seem like domestic abuse. If that’s not intended, I’d suggest you be more cognizant that if you’re writing a story about a male game developer and his wife is prominently shown and they are fighting, it could seem like domestic abuse, even if there are happy moments shown.

I understand relationships have many aspects and as someone who writes games with horror/nuanced interpersonal stories, I know it’s a hard line to walk. But it would be a shame to have such a cool concept ruined by “the sadness in this story is domestic abuse” when you could tell so, so many relationship stories that don’t have that kind of violence and that can still be horror themed. 

Thank you for listening to my feedback! 

I'm very interested in this game, but I don't know if I have it in me to play another 90s tech style analogue horror game where the husband is abusing his wife, or there's some kind of domestic abuse. I think it's just the lowest hanging fruit, and there's so many other more interesting stories to tell. I can only hope that this isn't the plot that you're aiming for, but if it is, I may just have to skip this even if it's a very interesting mechanic. 

I think the visuals in this demo were so phenomenal, and you all have a really cool idea on your hands otherwise. Great work.

All three endings are in the game! You’re correct that it requires perfect responses to get the other two endings. The “correct”/“wrong” choices require either completely rejecting the pattern or sticking with it and really that’s all. 

Thanks for playing and appreciate your feedback. 

thanks for playing!! appreciate the feedback!

Thank you for the feedback and for playing! We found the door didn't have collision right before we shipped, that's how game james go xD

A lot of new skills were learned during this jam, and we ended up scoping out as much as we could during this time. I agree there could be more added and appreciate the ideas.